* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable * Copy sound logic to destructible component for now * Fix typo * Fix prototype error * Remove breakable component damageable reference * Remove breakable construction reference * Remove ruinable component * Move thresholds to individual components and away from damageable * Add threshold property to damageable component code * Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states * Being alive isn't normal * Fix not reading the id * Merge fixes * YAML fixes * Grammar moment * Remove unnecessary dependency * Update thresholds doc * Change naming of thresholds to states in MobStateComponent * Being alive is once again normal * Make DamageState a byte * Bring out classes structs and enums from DestructibleComponent * Add test for destructible thresholds * Merge fixes * More merge fixes and fix rejuvenate test * Remove IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test * Update saltern
93 lines
3.0 KiB
C#
93 lines
3.0 KiB
C#
#nullable enable
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using System;
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using Content.Server.Commands.Observer;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Players;
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namespace Content.Server.GameObjects.Components.Body
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedBodyComponent))]
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[ComponentReference(typeof(IBody))]
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public class BodyComponent : SharedBodyComponent, IRelayMoveInput
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{
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private Container _partContainer = default!;
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protected override bool CanAddPart(string slot, IBodyPart part)
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{
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return base.CanAddPart(slot, part) &&
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_partContainer.CanInsert(part.Owner);
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}
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protected override void OnAddPart(string slot, IBodyPart part)
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{
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base.OnAddPart(slot, part);
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_partContainer.Insert(part.Owner);
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}
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protected override void OnRemovePart(string slot, IBodyPart part)
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{
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base.OnRemovePart(slot, part);
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_partContainer.ForceRemove(part.Owner);
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}
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public override void Initialize()
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{
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base.Initialize();
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_partContainer = ContainerManagerComponent.Ensure<Container>($"{Name}-{nameof(BodyComponent)}", Owner);
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foreach (var (slot, partId) in PartIds)
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{
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// Using MapPosition instead of Coordinates here prevents
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// a crash within the character preview menu in the lobby
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var entity = Owner.EntityManager.SpawnEntity(partId, Owner.Transform.MapPosition);
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if (!entity.TryGetComponent(out IBodyPart? part))
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{
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Logger.Error($"Entity {partId} does not have a {nameof(IBodyPart)} component.");
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continue;
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}
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TryAddPart(slot, part, true);
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}
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}
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protected override void Startup()
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{
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base.Startup();
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// This is ran in Startup as entities spawned in Initialize
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// are not synced to the client since they are assumed to be
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// identical on it
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foreach (var part in Parts.Values)
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{
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part.Dirty();
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}
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}
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void IRelayMoveInput.MoveInputPressed(ICommonSession session)
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{
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if (Owner.TryGetComponent(out IMobStateComponent? mobState) &&
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mobState.IsDead())
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{
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var shell = IoCManager.Resolve<IConsoleShell>();
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new Ghost().Execute(shell, (IPlayerSession) session, Array.Empty<string>());
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}
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}
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}
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}
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